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  1. Digital Arts and Literature – Is it Just a Game?

    “Games are not serious; digital art and literature are playful; therefore they are not serious”. Formulations such as these are sometimes used when discussing the playfulness of digital art and literature. The origin of this argument is based on the traditional opposition between “serious” and “playful”. Because of their interactive nature, digital art and literature have often been considered as particularly close to play - and to “mass culture”. Depending on the approaches, this proximity is interpreted as an opportunity, or as a risk, as I will show in this article.

    On the one hand, art and play are so closely related that it has become commonplace to assert: “art is play”, “play is art”. On the other hand, it seems equally impossible to deny the existence of playfulness in art and literature. Indeed, is it not one of their fundamental privileges to allow free, unselfish play with the materials, codes and conventions, while science, craft industry, and industrial design are "condemned" to produce and capitalise?

    Patricia Tomaszek - 12.01.2011 - 16:44

  2. E-Formes 2: Au risque du jeu

    Présentation de l'éditeur :

    Cet ouvrage est l'occasion d'une réflexion croisée de chercheurs et d'artistes de provenances très diversifiées, sur un domaine dont les productions brouillent les frontières entre les arts et les usages et échappent aux paradigmes conventionnels de l'analyse et de la critique.

    En effet, pétries de nombres et modelées par les programmes informatiques, les " e-formes " s'actualisent néanmoins par des mots, des images et des sons. Ainsi, le plus souvent à la frontière entre les objets artistiques mis en ligne sur le Web et les objets de communication conçus pour lui, elles se réapproprient les formes traditionnelles, les incorporent dans leur propre médium et composent entre programmations et pratiques interactives.

    Que l'on s'inquiète de leur fondement ludique, de leur légèreté inconséquente, de leurs faux-semblants, ou que l'on se réjouisse de leur sens parodique ou de leur génie poétique, il importe d'admettre que ces e-formes participent d'un paysage culturel encore flou que les textes ici réunis ont le mérite d'explorer et de commencer à clarifier.

    Sommaire:

    Scott Rettberg - 26.04.2011 - 15:25

  3. Why digital games and networks can help us to change reality and generate concrete changes in social environments

    Starting by questioning why digital games and networks can help us to change reality and generate concrete changes in social environments we will research the application of playful techniques and spaces to address the challenges of our present world. We will state that these strategies can be useful to scrutinize specific and real questions. Using social game examples such as Investigate your MP’s Expenses (2009), World Without Oil (2007), Superstruck, Invent the Future (2008), Evoke (2010) and Playing with Poetry (2010), the aim of the paper/presentation is to promote and expand the field of experimental alternate reality games (ARGs) in a broader context. We will analyze some social games such as Farmville or Mafia Wars, derivatives of Facebook networking social programs, and the aim of the work is to research questions like why can players become addicted to this kind of simulation even if these playable environments are monotonous, boring and obvious? Why every day millions of people plant vegetables and flowers in a predictable platform on the web?

    Eric Dean Rasmussen - 30.08.2011 - 11:56

  4. The History of Hypertext Authoring and Beyond: Interview with Stuart Moulthrop

    Malloy's interview with Moulthrop focuses on his early work, his entrée into writing hypertext and his hypertext novel Victory Garden, the "mostly mythical" artists' collective TINAC, and one of his later works, Under Language. The interview appears on the Authoring Software project.

    Scott Rettberg - 20.10.2011 - 09:42

  5. Third Hand Plays: "Scrape Scraperteeth" by Jason Nelson

    Third Hand Plays: "Scrape Scraperteeth" by Jason Nelson

    Eric Dean Rasmussen - 21.10.2011 - 10:27

  6. Networked Improv Narrative (Netprov) and the Story of Grace Wit & Charm: Rob Wittig's Thesis Defense

    This is a recording of the 20 minutes or so of Rob Wittig's thesis presentation and oral exam for the MA at the University of Bergen, which was done on Tuesday, December 13, 2011 via Skype. Wittig's thesis outlines the genesis of a new network based genre at the interstices of game, improvisational theatre, literature, mass media and digital media. It was also the first MA thesis in the UiB Digital Culture program to include a fully developed creative project in electronic literature as well as an excellent theoretical thesis in print.

    Scott Rettberg - 14.12.2011 - 11:50